texture base_Tex;
sampler2D baseMap = sampler_state
{
   Texture = <base_Tex>;
};
texture morph_Tex;
sampler2D Texture1 = sampler_state
{
   Texture = <morph_Tex>;
};
float intensity;
struct PS_INPUT
{
   float2 Texcoord : TEXCOORD0;
   
};
float4 Pixel_Shader_ps_main( PS_INPUT Input ) : COLOR0
{
   float4 tex1 = tex2D( baseMap, Input.Texcoord );
   float4 tex2 = tex2D( Texture1,Input.Texcoord );
   float4 pix_value1 = tex2 * intensity;
   float4 pix_value2 = tex1 * (1 - intensity);
   float4 new_pix = pix_value1 + pix_value2;
   return new_pix;
}
technique Textured
{
   pass Pass_0
   {
      PixelShader = compile ps_2_0 Pixel_Shader_ps_main();
   }
}

